StarCraft Mass Recall: SC1 campaigns on SC2 thread

Update 01/09: Mass Recall version 6, aka Legacy edition, is available. The culmination of five years of work on the project, it includes lots of visual updates and options to improve the experience. Among other things, Easy difficulty has been made easier, and the player can now choose between Brood War and Starcraft 2 sounds for each individual unit. We are now gathering bug reports for an update that should come within a week. Enjoy!

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Watch the Starcraft 1 campaigns on SC2 trailer :

Contents

Description and current status

Credits

Features

How to Play

Working as Intended and Known Issues

1. Description and current status

These campaigns are remakes of the original Starcraft campaigns by Blizzard. They use the Starcraft 1 tech tree and units with all dialogs from the original game. The objectives are the same as in the original, with a difficulty adapted to the better UI in order to provide a more enjoyable experience.

Here are older playthroughs:- VaipoGaming has done the Protoss, Terran and Zerg Brood War campaigns- Husky has cast one of the early versions of the first Terran and Zerg campaigns.

Mass Recall has no multiplayer mode, but if you are looking for a Brood War-like multiplayer, I suggest you have a look at the mod Starbow.

The 1998 cinematics are now available. The final mission of each campaigns still have their in-game cutscene if the cinematics option is turned off. A recording of the last one is available,as it can be seen in game after the completion of Omega. Massive spoilers, obviously, don't watch if you haven't played the campaigns yet:

Original campaigns and sounds by Blizzard Entertainment.The Starcraft 1 unit stats are based on the Starcraft 2 - Brood War mod by Maverck. Additionnal mod tweaking by Jones313, Christdaugherty and Superfield, contribution from Telenil and Jimm3110.Custom models by GnaReffotsirk, DeveRR0, buhhy, Forsworne and GhostNovaCustom decals by TooMuchTouch and FrankiealaplaajaTranslations: Choum28 (French), Jimm3110, Virussoft, Fargus and 7 Wolf (Russian), FirefoxGhost (German), Zarxiel93, TheTorrasque and JustSkorpyon (Italian)Some briefing screen functions were made by mr. J.Logan and Tolkfan

Rebel YellCampaign by Jones313, original work by Ultraling, terrain polishing by johnnythewolf.Level 4 TPS engine by MartinolssonEasy difficulty and minor AI tweaking by TelenilBeyond the original Starcraft soundtrack, the following musics have been used: "Metallic Monks" by Mark Morgan (Fallout), and "Last Legs" by Kelly Bailey (The Orange Box Original Soundtrack)

In order to play the campaigns, you need the mod file (SCMRmod) and the map files from the campaign pages. Be sure to download the latest version of each, in the links above.The mod file should be place in the Mods folder of your main Starcraft II folder (default C:/Program Files/Starcraft II/Mods). The map and campaign launcher files should be extracted in a Maps folder.If you use the optionnal 1998 cinematics, add the corresponding mod to the Mods folder and replace the Launcher with the cinematics version.To start a game, open the launcher, clic on Test Document (ctrl-F9) and select a mission.

I get an error "unable to open map".This error means the map files are not at the proper place. Check that all numbered folders ("1. Rebel Yell") are put in the Starcraft II/Maps folder - and that you are in the main Starcraft II folder, as opposed to Documents. For more information, check the installation guide.

I get an error about dependencies that cannot be found.This error means a mod file is not at the proper place. All mod files must be in the Starcraft II/Mods folder, which already exists. Also, version 5.0 and newer require Heart of the Swarm. Older Wings of Liberty compatible versions are linked on the sc2mapster page, at the bottom of the "Downloads" section.For more information, check the installation guide.

Is this legal?Yes. Unit stats are set through a mod file, created by the Starcraft II editor. That does not modify any actual game file.Using sounds or models from a previous Blizzard game in Starcraft II is allowed as long as you don't earn money from your work, which we don't.

Some portaits are all grayed or their textures are missing.This is a known bug that is specific to Ultra shaders. Decrease shaders to High or lower and it should be fine.

Some units have pink texturesThis is a graphic bug at higher settings that happens from time to time. It seems to come and go for no obvious reasons.

I cannot load a saved game!Try to start the same mission from the Launcher, and try again to load your save after the mission begins.

Something is not like in the original Starcraft!See Known Issues and Working as Intended, below.

The things listed there were intended by the author of the campaign and are not a bug.

On January 19 2012 09:23 Jones313 wrote:I like to think of it as a remake. We try to keep it faithful and all that, but I don't really want it to be "the closest you can get to playing the SC1 campaign without playing the actual SC1 campaign", either.

Medics, lurkers and devourers are available in the first three campaigns. Valkyries are not. The campaigns were balanced with these units available for the players, however, you have the options to disable them in the Options section of the main Mass Recall screen.

For lore reasons, non-UED medics heal slower and don't have access to the Academy upgrades. In the original, only the UED used medics at all.

Some heroes have additionnal abilities. Again, that can be disabled in the Options section.

Terran04 and Zerg05 have a "third person shooter mod"

The point of this campaign is to play Brood War units in Starcraft 2, but we were forced to make a couple of minor changes for playability. Shield battery has autocast and replenishes shields at a slower rate, and the radius of psionic storm is smaller than it was in Brood War. The splash radius of corsairs might be a bit larger than it was, but this is difficult to evaluate.

Terran:- Bunkers are not revealed when firing from high ground; the AI was sometimes given the ability to see them all the time.- Valkyries always fire 8 attacks, even when killed or moving.

Zerg:- Each nydus is connected to all the others.- The Dark Swarm animation sometimes moves around at random.

Final Words

Comments and suggestions are welcome on this thread. If you find any bug, report it here or on the campaign pages, but be sure to read Troubleshooting, Working as Intended and Known Issues before you do.

Some things about the remake REALLY bothered me, such as the existence of medics and lurkers... I don't even understand the thought process in including them, it really ruined the authenticity of the port for me.

Mods do not modify any "standard" Starcraft 2 file and only activate if a map calls it, so you don't have to worry about that. You can have multiple mods and still go ladder, WoL campaign or anything else.

On January 15 2012 06:01 ClysmiC wrote:Some things about the remake REALLY bothered me, such as the existence of medics and lurkers... I don't even understand the thought process in including them

It also disturbed me a bit when I first played the map, but I got used to it. They are merely there to add more diversity to the gameplay, and you don't have to use them if you don't want to. Note that valkyries, for instance, weren't added because of lore reasons: you could imagine some field medics in the Confederacy, but thet valkyrie was purely UED tech.

You don't have the cinematics that sometimes were put between levels (~12 in all), but you can probably find them on the Internet. Some of the older unit voices are present in the mod, but not all of them.

Here are the titles of the cinematics if you want to watch them at the end of the corresponding levels (spoiler alert, read the titles at your own peril):Introduction: "Starcraft intro movie"Terran02: + Show Spoiler +

Other than the CG cinematics, and some unit tech differences(medic in early versions of Terran campaign, lurker in Zerg campaign, etc), and minor tweaks (see "Working as intended"), the gameplay of most remake levels are pretty identical to the original, except you get better graphics, auto-mining, smart-casting and better AI pathfinding.Oh and in Terran campaign some of the sound effects are from SC2, like unit voice of SCVs and attack sound of Marines.

Oh hey cool, a new thread, with pictures and everything! Nice work, Telenil.

Maverck's SC1mod is of course better known as Starcraft 2 - Brood War. "Our" version is kind of its own mod now, I guess, but it's essentially just an older, slightly more SC2-esque version of SC2BW. Might want to mention that in the OP.

On January 15 2012 06:01 ClysmiC wrote:Some things about the remake REALLY bothered me, such as the existence of medics and lurkers... I don't even understand the thought process in including them, it really ruined the authenticity of the port for me.

The 1st person levels were really cool though.

See you used the words "remake" and "port" there... I like to think of it as a remake. We try to keep it faithful and all that, but I don't really want it to be "the closest you can get to playing the SC1 campaign without playing the actual SC1 campaign", either. Glad you appreciated my third person experiment, didn't it further ruin the authenticity, though?

The thought process with those units was basically: they were added in Brood War to give players more options and balance the game -> more options, better gameplay. You can disable them simply by adding "disable unit" lines in the trigger with all the unit restrictions in each map.

My question is: What content am I missing out compared to the "real" SC1 campaign? Like rendervideos for example?

Trying to decide here if I should buy and play through the original or rather this mod =)

Apart from nostalgia and the videos Telenil listed, I can't really think of any significant missing content. The score screens after missions are a little more detailed in the original, heh. Oh of course, the original also has an actual user interface that you can use to access the missions, unlike Blizzard's new battle.net dictatorship. You should definitely play both, though.

On January 18 2012 03:38 julianto wrote:So the protoss campaign is finally finished?

Really cool, played through 5-6 missions or so now. Memories! Not sure if this is a bug or intended, but if you group an upgraded CC with and unupgraded one, it will only make scv's from the unupgraded one, even if the queue is full. You have to tab between the buildings as if they were different.

Oh, and I couldn't play the third person one, need my inverted y-axis. =) Still, good job, looking forward to play through it all.

On January 19 2012 14:46 devoteeHK wrote:Really cool, played through 5-6 missions or so now. Memories! Not sure if this is a bug or intended, but if you group an upgraded CC with and unupgraded one, it will only make scv's from the unupgraded one, even if the queue is full. You have to tab between the buildings as if they were different.

Oh, and I couldn't play the third person one, need my inverted y-axis. =) Still, good job, looking forward to play through it all.

It's like that in sc2, with i.e two oc's and a pf you'll have to tab when on the same hotkey. I think the same goes for queens with one lair/hive and hatches.

If you're using a damage response on a behavior to negate damage while standing in Dark Swarm, there's a field called Excluded Effects Array or something similar. You can add the damaging effects of the Archon, Firebat, and Sieged Siege Tank to that list and they'll zoom right through the behavior.

I have a macbook pro and when i try to unzip the mappack it says i can't because of:

Fout 1 - bewerking niet toegestaan

which roughly translates to

Error 1 - action now allowed

I've tried both the 1.5 and 1.4 version. The weird thing is that i can open the French 1.5. I've also tried to use stuffit in stead of the mac expander.Are there any mac users who might know what the problem is?